/*
 * Jogo de derrubar dominos
 * Autores: Augusto Cesar Martins Gil
 *          Eduardo Roder Moreira
 *          Raphael de Matos Rodrigues
 *          Willian Lopes Miranda
 * Controles:
 *      A - Adiciona um domino
 *      S - Remove o ultimo domino
 *      Q ou W - Gira o ultimo domino
 *      E ou D - Derruba ou levanta os dominos
 *      R - Muda a cor do domino
 *      1 - Salva/Carrega o jogo (apenas um jogo por vez)
 *      2 - Camera aerea fixa
 *      3 - Camera livre
 *      Z, X, C, V, B, N - Gira a camera (na camera aera soh funciona B ou N)
 *      Setas de navegacao, Page Up ou Page Down - Move a camera
 *
 * A textura e a criacao da janela foram baseadas nos tutoriais NeHe, todo o resto do codigo e original.
 */
#include "camera.h"
#include "domino.h"
#include <winbase.h>		// Header File For Windows
#include <windows.h>		// Header File For Windows
#include <stdio.h>			// Header File For Standard Input/Output
#include <gl\gl.h>			// Header File For The OpenGL32 Library
#include <gl\glu.h>			// Header File For The GLu32 Library
#include <gl\glaux.h>		// Header File For The Glaux Library
#include <GL/glut.h>
#include <stdlib.h>
#include <string.h>
#include <vector>
#include <iostream>
#include <fstream>
using namespace std;

HDC			hDC=NULL;		// Private GDI Device Context
HGLRC		hRC=NULL;		// Permanent Rendering Context
HWND		hWnd=NULL;		// Holds Our Window Handle
HINSTANCE	hInstance;		// Holds The Instance Of The Application

bool	keys[256];			// Array Used For The Keyboard Routine
bool	active=TRUE;		// Window Active Flag Set To TRUE By Default
bool	fullscreen=TRUE;	// Fullscreen Flag Set To Fullscreen Mode By Default
bool	light;				// Lighting ON/OFF
bool	lp;					// L Pressed? 

GLUquadricObj *quadratic;	// Storage For Our Quadratic Objects ( NEW )

//Luzes
GLfloat LightAmbient[]=		{ 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat LightDiffuse[]=		{ 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat LightPosition[]=	{ 0.0f, 0.0f, 6.0f, 1.0f };

GLuint	texture[10][3];			// Storage For 3 filters in 10 Textures 

char *w_title = "Domino Rally";

//Inicializar os objetos
typedef std::vector<Domino*> DominoVector;
DominoVector pecas;

//Variaveis globais de controle de dominos
//Tamanho da base, da altura e da distancia de um domino para outro
GLfloat d_width = 0.3, d_height = 0.6, d_dist = 0.4;
//Contador de pecas
int pecacounter = 0;
//Textura inicial
int d_texture = 0;
//Quantas texturas tem
int d_texturemax = 0;
//Controle de posicao dos dominos
GLfloat d_place[2] = {0.0f, d_dist};
//Controle do angulo
GLfloat d_angle = 0.0f;
//Controle de derrubar o domino
bool makefall = false;

//Variaveis globais de controle de camera
//Iniciar a camera com a visao aerea
Camera *cam = new Camera(0);

LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProc

AUX_RGBImageRec *LoadBMP(char *Filename)				// Loads A Bitmap Image
{
	FILE *File=NULL;									// File Handle

	if (!Filename)										// Make Sure A Filename Was Given
	{
		return NULL;									// If Not Return NULL
	}

	File=fopen(Filename,"r");							// Check To See If The File Exists

	if (File)											// Does The File Exist?
	{
		fclose(File);									// Close The Handle
		return auxDIBImageLoad(Filename);				// Load The Bitmap And Return A Pointer
	}

	return NULL;										// If Load Failed Return NULL
}

int LoadGLTextures()									// Load Bitmaps And Convert To Textures
{
	int Status=FALSE;									// Status Indicator

	AUX_RGBImageRec *TextureImage[1];					// Create Storage Space For The Texture

	memset(TextureImage,0,sizeof(void *)*1);           	// Set The Pointer To NULL
	
	//Preparar para pegar a primeira textura
	char arq[15] = "Data\\color";
	char bmp[15];
    char bufferi[2] = "";
    strcpy (bmp, arq);
    itoa(d_texturemax, bufferi, 10);
    strcat (bmp, bufferi);
    strcat (bmp, ".bmp\0");
	
	//Enquanto existir textura, carrega-la
    while(TextureImage[0]=LoadBMP(bmp))
    {
    	Status=TRUE;									// Set The Status To TRUE

		glGenTextures(3, &texture[d_texturemax][0]);					// Create Three Textures

		// Create Nearest Filtered Texture
		glBindTexture(GL_TEXTURE_2D, texture[d_texturemax][0]);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
		glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);

		// Create Linear Filtered Texture
		glBindTexture(GL_TEXTURE_2D, texture[d_texturemax][1]);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
		glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);

		// Create MipMapped Texture
		glBindTexture(GL_TEXTURE_2D, texture[d_texturemax][2]);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
		gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
		
		//Preparar para pegar o proximo arquivo com a textura
		strcpy (bmp, arq);
        itoa(++d_texturemax, bufferi, 10);
        strcat (bmp, bufferi);
        strcat (bmp, ".bmp\0");
        
    }

	if (TextureImage[0])								// If Texture Exists
	{
		if (TextureImage[0]->data)						// If Texture Image Exists
		{
			free(TextureImage[0]->data);				// Free The Texture Image Memory
		}

		free(TextureImage[0]);							// Free The Image Structure
	}

	return Status;										// Return The Status
}

GLvoid ReSizeGLScene(GLsizei width, GLsizei height)		// Resize And Initialize The GL Window
{
	if (height==0)										// Prevent A Divide By Zero By
	{
		height=1;										// Making Height Equal One
	}

	glViewport(0,0,width,height);						// Reset The Current Viewport

	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
	glLoadIdentity();									// Reset The Projection Matrix

	// Calculate The Aspect Ratio Of The Window
	gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
	glLoadIdentity();									// Reset The Modelview Matrix
}

int InitGL(GLvoid)										// All Setup For OpenGL Goes Here
{
	if (!LoadGLTextures())								// Jump To Texture Loading Routine
	{
		return FALSE;									// If Texture Didn't Load Return FALSE
	}

	glEnable(GL_TEXTURE_2D);							// Enable Texture Mapping
	glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);				// Black Background
	glClearDepth(1.0f);									// Depth Buffer Setup
	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
	glDepthFunc(GL_LEQUAL);								// The Type Of Depth Testing To Do
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations

	glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);		// Setup The Ambient Light
	glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);		// Setup The Diffuse Light
	glLightfv(GL_LIGHT1, GL_POSITION,LightPosition);	// Position The Light
	glEnable(GL_LIGHT1);								// Enable Light One

	quadratic=gluNewQuadric();							// Create A Pointer To The Quadric Object (Return 0 If No Memory) (NEW)
	gluQuadricNormals(quadratic, GLU_SMOOTH);			// Create Smooth Normals (NEW)
	gluQuadricTexture(quadratic, GL_TRUE);				// Create Texture Coords (NEW)

	return TRUE;										// Initialization Went OK
}

int DrawGLScene(GLvoid)									// Here's Where We Do All The Drawing
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear The Screen And The Depth Buffer
	glLoadIdentity();									// Reset The View
	
    //Camera
    cam->lookCamera();
    
    //Desenhar um plano
    glPushMatrix();
        glDisable(GL_TEXTURE_2D);
        glBegin(GL_QUADS);
            glColor3f(0.5, 0.5, 0.5);
            glVertex3f(-10,10,0);
            glVertex3f(10,10,0);
            glVertex3f(10,-10,0);
            glVertex3f(-10,-10,0);
        glEnd();
        glEnable(GL_TEXTURE_2D);
    glPopMatrix();

    //Desenhar as pecas
    for(int i = 0; i < pecas.size(); ++i)
    {
        //Desenhar cada peca
        pecas.at(i)->DrawDomino(quadratic, texture);
        //Controle da queda dos dominos
        if(makefall && (pecas.at(i)->GET_x_angle(0) > 35) && (i+1 < pecas.size()))
        {
            //Fazer as pecas cairem mais rapido a medida que vao caido
            pecas.at(i+1)->ADD_fall_speed(1.2*i/pecas.size());
            //Derrubar o proximo domino
            pecas.at(i+1)->DominoFall();
        }
        else if(!makefall && (i+1 < pecas.size()))
            {
                //Resetar as pecas
                pecas.at(i+1)->DominoReset();
            }
    }
    
 	return TRUE;										// Keep Going
}

GLvoid KillGLWindow(GLvoid)								// Properly Kill The Window
{
	gluDeleteQuadric(quadratic);						// Delete The Quadratic To Free System Resources

	if (fullscreen)										// Are We In Fullscreen Mode?
	{
		ChangeDisplaySettings(NULL,0);					// If So Switch Back To The Desktop
		ShowCursor(TRUE);								// Show Mouse Pointer
	}

	if (hRC)											// Do We Have A Rendering Context?
	{
		if (!wglMakeCurrent(NULL,NULL))					// Are We Able To Release The DC And RC Contexts?
		{
			MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}

		if (!wglDeleteContext(hRC))						// Are We Able To Delete The RC?
		{
			MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}
		hRC=NULL;										// Set RC To NULL
	}

	if (hDC && !ReleaseDC(hWnd,hDC))					// Are We Able To Release The DC
	{
		MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hDC=NULL;										// Set DC To NULL
	}

	if (hWnd && !DestroyWindow(hWnd))					// Are We Able To Destroy The Window?
	{
		MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hWnd=NULL;										// Set hWnd To NULL
	}

	if (!UnregisterClass("OpenGL",hInstance))			// Are We Able To Unregister Class
	{
		MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hInstance=NULL;									// Set hInstance To NULL
	}
}

/*	This Code Creates Our OpenGL Window.  Parameters Are:					*
 *	title			- Title To Appear At The Top Of The Window				*
 *	width			- Width Of The GL Window Or Fullscreen Mode				*
 *	height			- Height Of The GL Window Or Fullscreen Mode			*
 *	bits			- Number Of Bits To Use For Color (8/16/24/32)			*
 *	fullscreenflag	- Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE)	*/
 
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
	GLuint		PixelFormat;			// Holds The Results After Searching For A Match
	WNDCLASS	wc;						// Windows Class Structure
	DWORD		dwExStyle;				// Window Extended Style
	DWORD		dwStyle;				// Window Style
	RECT		WindowRect;				// Grabs Rectangle Upper Left / Lower Right Values
	WindowRect.left=(long)0;			// Set Left Value To 0
	WindowRect.right=(long)width;		// Set Right Value To Requested Width
	WindowRect.top=(long)0;				// Set Top Value To 0
	WindowRect.bottom=(long)height;		// Set Bottom Value To Requested Height

	fullscreen=fullscreenflag;			// Set The Global Fullscreen Flag

	hInstance			= GetModuleHandle(NULL);				// Grab An Instance For Our Window
	wc.style			= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	// Redraw On Size, And Own DC For Window.
	wc.lpfnWndProc		= (WNDPROC) WndProc;					// WndProc Handles Messages
	wc.cbClsExtra		= 0;									// No Extra Window Data
	wc.cbWndExtra		= 0;									// No Extra Window Data
	wc.hInstance		= hInstance;							// Set The Instance
	wc.hIcon			= LoadIcon(NULL, IDI_WINLOGO);			// Load The Default Icon
	wc.hCursor			= LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer
	wc.hbrBackground	= NULL;									// No Background Required For GL
	wc.lpszMenuName		= NULL;									// We Don't Want A Menu
	wc.lpszClassName	= "OpenGL";								// Set The Class Name

	if (!RegisterClass(&wc))									// Attempt To Register The Window Class
	{
		MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;											// Return FALSE
	}
	
	if (fullscreen)												// Attempt Fullscreen Mode?
	{
		DEVMODE dmScreenSettings;								// Device Mode
		memset(&dmScreenSettings,0,sizeof(dmScreenSettings));	// Makes Sure Memory's Cleared
		dmScreenSettings.dmSize=sizeof(dmScreenSettings);		// Size Of The Devmode Structure
		dmScreenSettings.dmPelsWidth	= width;				// Selected Screen Width
		dmScreenSettings.dmPelsHeight	= height;				// Selected Screen Height
		dmScreenSettings.dmBitsPerPel	= bits;					// Selected Bits Per Pixel
		dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

		// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
		if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
		{
			// If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.
			if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
			{
				fullscreen=FALSE;		// Windowed Mode Selected.  Fullscreen = FALSE
			}
			else
			{
				// Pop Up A Message Box Letting User Know The Program Is Closing.
				MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
				return FALSE;									// Return FALSE
			}
		}
	}

	if (fullscreen)												// Are We Still In Fullscreen Mode?
	{
		dwExStyle=WS_EX_APPWINDOW;								// Window Extended Style
		dwStyle=WS_POPUP;										// Windows Style
		ShowCursor(FALSE);										// Hide Mouse Pointer
	}
	else
	{
		dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style
		dwStyle=WS_OVERLAPPEDWINDOW;							// Windows Style
	}

	AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);		// Adjust Window To True Requested Size

	// Create The Window
	if (!(hWnd=CreateWindowEx(	dwExStyle,							// Extended Style For The Window
								"OpenGL",							// Class Name
								title,								// Window Title
								dwStyle |							// Defined Window Style
								WS_CLIPSIBLINGS |					// Required Window Style
								WS_CLIPCHILDREN,					// Required Window Style
								0, 0,								// Window Position
								WindowRect.right-WindowRect.left,	// Calculate Window Width
								WindowRect.bottom-WindowRect.top,	// Calculate Window Height
								NULL,								// No Parent Window
								NULL,								// No Menu
								hInstance,							// Instance
								NULL)))								// Dont Pass Anything To WM_CREATE
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	static	PIXELFORMATDESCRIPTOR pfd=				// pfd Tells Windows How We Want Things To Be
	{
		sizeof(PIXELFORMATDESCRIPTOR),				// Size Of This Pixel Format Descriptor
		1,											// Version Number
		PFD_DRAW_TO_WINDOW |						// Format Must Support Window
		PFD_SUPPORT_OPENGL |						// Format Must Support OpenGL
		PFD_DOUBLEBUFFER,							// Must Support Double Buffering
		PFD_TYPE_RGBA,								// Request An RGBA Format
		bits,										// Select Our Color Depth
		0, 0, 0, 0, 0, 0,							// Color Bits Ignored
		0,											// No Alpha Buffer
		0,											// Shift Bit Ignored
		0,											// No Accumulation Buffer
		0, 0, 0, 0,									// Accumulation Bits Ignored
		16,											// 16Bit Z-Buffer (Depth Buffer)  
		0,											// No Stencil Buffer
		0,											// No Auxiliary Buffer
		PFD_MAIN_PLANE,								// Main Drawing Layer
		0,											// Reserved
		0, 0, 0										// Layer Masks Ignored
	};
	
	if (!(hDC=GetDC(hWnd)))							// Did We Get A Device Context?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))	// Did Windows Find A Matching Pixel Format?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if(!SetPixelFormat(hDC,PixelFormat,&pfd))		// Are We Able To Set The Pixel Format?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if (!(hRC=wglCreateContext(hDC)))				// Are We Able To Get A Rendering Context?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if(!wglMakeCurrent(hDC,hRC))					// Try To Activate The Rendering Context
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	ShowWindow(hWnd,SW_SHOW);						// Show The Window
	SetForegroundWindow(hWnd);						// Slightly Higher Priority
	SetFocus(hWnd);									// Sets Keyboard Focus To The Window
	ReSizeGLScene(width, height);					// Set Up Our Perspective GL Screen

	if (!InitGL())									// Initialize Our Newly Created GL Window
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	return TRUE;									// Success
}

LRESULT CALLBACK WndProc(	HWND	hWnd,			// Handle For This Window
							UINT	uMsg,			// Message For This Window
							WPARAM	wParam,			// Additional Message Information
							LPARAM	lParam)			// Additional Message Information
{
	switch (uMsg)									// Check For Windows Messages
	{
		case WM_ACTIVATE:							// Watch For Window Activate Message
		{
			if (!HIWORD(wParam))					// Check Minimization State
			{
				active=TRUE;						// Program Is Active
			}
			else
			{
				active=FALSE;						// Program Is No Longer Active
			}

			return 0;								// Return To The Message Loop
		}

		case WM_SYSCOMMAND:							// Intercept System Commands
		{
			switch (wParam)							// Check System Calls
			{
				case SC_SCREENSAVE:					// Screensaver Trying To Start?
				case SC_MONITORPOWER:				// Monitor Trying To Enter Powersave?
				return 0;							// Prevent From Happening
			}
			break;									// Exit
		}

		case WM_CLOSE:								// Did We Receive A Close Message?
		{
			PostQuitMessage(0);						// Send A Quit Message
			return 0;								// Jump Back
		}

		case WM_KEYDOWN:							// Is A Key Being Held Down?
		{
			keys[wParam] = TRUE;					// If So, Mark It As TRUE
			return 0;								// Jump Back
		}

		case WM_KEYUP:								// Has A Key Been Released?
		{
			keys[wParam] = FALSE;					// If So, Mark It As FALSE
			return 0;								// Jump Back
		}

		case WM_SIZE:								// Resize The OpenGL Window
		{
			ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord=Width, HiWord=Height
			return 0;								// Jump Back
		}
	}

	// Pass All Unhandled Messages To DefWindowProc
	return DefWindowProc(hWnd,uMsg,wParam,lParam);
}

//Funcao para parar um pouco, melhora o tratamento de input
void wait ( int seconds )
{
    clock_t endwait;
    endwait = clock () + seconds * CLOCKS_PER_SEC / 15 ;
    while (clock() < endwait) {}
}

//Funcao para salvar o jogo em um arquivo
void save ()
{
    //Definindo o arquivo em que deve ser salvo
    ofstream arq("domino.dom");
    //Caso nao tenha conseguido abrir o arquivo, retornar erro
    if(!arq.is_open())
    {
        MessageBox(NULL,"Ocorreu um erro ao salvar o jogo.", "Erro ao salvar",MB_OK);
        return ;
    }
    
    //Pegando o angulo que o domino esta virado e inserindo no arquivo
    for(int i = 0; i < pecas.size(); ++i)
    {
        //Salvar o angulo do domino e a cor dele
        arq << pecas.at(i)->GET_z_angle(1) << "\n";
        //Caso seja o ultimo domino, nao colocar \n no final do arquivo
        if(i+1 >= pecas.size())
        {
            arq << pecas.at(i)->GET_texture();
        }
        else
        {
            arq << pecas.at(i)->GET_texture() << "\n";
        }
    }
    
    //Fechando o arquivo
    arq.close();
    
    //Esperar um tempo para nao pegar o mesmo input mais de uma vez    
    wait(1);
    
}

//Funcao que carrega o jogo de um arquivo
void load ()
{
    //Nome do arquivo
    ifstream arq("domino.dom");
    //Variavel que vai pegar a linha do arquivo
    string arq_ang;
    //Gambiarra
    GLfloat load_adjust = 0.9;
    //Caso nao tenha conseguido abrir o arquivo, retornar erro
    if(!arq.is_open())
    {
        MessageBox(NULL,"Ocorreu um erro ao carregar o jogo.", "Erro ao carregar",MB_OK);
        return ;
    }
    
    //Pegando o angulo que o domino esta virado do arquivo e montando o jogo
    while(!arq.eof())
    {
        //pega o angulo
        getline(arq, arq_ang);
        d_angle = atof(arq_ang.c_str());
        //pega a textura (cor)
        getline(arq, arq_ang);
        d_texture = atoi(arq_ang.c_str());
        //Inserir os dominos nas posicoes corretas
        if(pecacounter)
        {
            d_place[0] += sin(d_angle)*(d_dist*load_adjust);
            d_place[1] += cos(d_angle)*(d_dist*load_adjust);
        }
        //Criar novo domino
        Domino* peca = new Domino(d_width, d_height, d_texture, d_texturemax, -d_place[0],d_place[1],0,0,0,d_angle);
        //Inserir no vetor dinamico
        pecas.push_back(peca);
        //Aumentar contador de pecas
        ++pecacounter;
    }
    
    //Fechando o arquivo
    arq.close();
    
    //Esperar um tempo para nao pegar o mesmo input mais de uma vez    
    wait(1);

}

int WINAPI WinMain(	HINSTANCE	hInstance,			// Instance
					HINSTANCE	hPrevInstance,		// Previous Instance
					LPSTR		lpCmdLine,			// Command Line Parameters
					int			nCmdShow)			// Window Show State
{
	MSG		msg;									// Windows Message Structure
	BOOL	done=FALSE;								// Bool Variable To Exit Loop

	// Ask The User Which Screen Mode They Prefer
    fullscreen=TRUE;
	if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
	{
		fullscreen=FALSE;							// Windowed Mode
	}

	// Create Our OpenGL Window
	if (!CreateGLWindow(w_title,640,480,16,fullscreen))
	{
		return 0;									// Quit If Window Was Not Created
	}

	while(!done)									// Loop That Runs While done=FALSE
	{
		if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))	// Is There A Message Waiting?
		{
			if (msg.message==WM_QUIT)				// Have We Received A Quit Message?
			{
				done=TRUE;							// If So done=TRUE
			}
			else									// If Not, Deal With Window Messages
			{
				TranslateMessage(&msg);				// Translate The Message
				DispatchMessage(&msg);				// Dispatch The Message
			}
		}
		else										// If There Are No Messages
		{
			// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
			if ((active && !DrawGLScene()) || keys[VK_ESCAPE])	// Active?  Was There A Quit Received?
			{
				done=TRUE;							// ESC or DrawGLScene Signalled A Quit
			}
			else									// Not Time To Quit, Update Screen
			{
				SwapBuffers(hDC);					// Swap Buffers (Double Buffering)
				if (keys['L'] && !lp)
				{
					lp=TRUE;
					light=!light;
					if (!light)
					{
						glDisable(GL_LIGHTING);
					}
					else
					{
						glEnable(GL_LIGHTING);
					}
				}
				if (!keys['L'])
				{
					lp=FALSE;
				}
				//Controle da posicao da camera
				if (keys[VK_DOWN])
				{
                    cam->ADD_pos(0, 0.1, 0);
				}
				if (keys[VK_UP])
				{
                    cam->ADD_pos(0, -0.1, 0);
				}
				if (keys[VK_PRIOR])
				{
                    cam->ADD_pos(0, 0, 0.1);
				}
				if (keys[VK_NEXT])
				{
                    cam->ADD_pos(0, 0, -0.1);
				}
				if (keys[VK_RIGHT])
				{
                    cam->ADD_pos(-0.1, 0, 0);
				}
				if (keys[VK_LEFT])
				{
                    cam->ADD_pos(0.1, 0, 0);
				}
				//Adicionar domino
				if (keys['A'])
				{
                    if(pecacounter)
                    {
                        d_angle = pecas.back()->GET_z_angle(1);
                        d_place[0] += sin(d_angle)*(d_dist);
                        d_place[1] += cos(d_angle)*(d_dist);
                        d_texture = pecas.back()->GET_texture();
                    }
                    Domino* peca = new Domino(d_width, d_height, d_texture, d_texturemax, -d_place[0],d_place[1],0,0,0,d_angle);
                    pecas.push_back(peca);
                    ++pecacounter;
                    
                    wait(2);		

				}
				//Operacao com os dominos
				if (pecacounter)
				{
    				//Derrubar dominos
                    if(keys['E'])
                    {
                        makefall = true;
                        pecas.at(0)->DominoFall();
                    }
    				//Levantar dominos
                    if(keys['D'])
                    {
                        makefall = false;
                        pecas.at(0)->DominoReset();
                    }
    				//Virar dominos
    				if (keys['W'])
    				{
                        if(!makefall) pecas.back()->ADD_z_angle(1.0);
                    }
    				//Virar dominos
    				if (keys['Q'])
    				{
                        if(!makefall) pecas.back()->ADD_z_angle(-1.0);
                    }
                    //Remover domino
    				if (keys['S'])
    				{
                        if(!makefall)
                        {
                            d_angle = pecas.back()->GET_z_angle(1);
                            d_place[0] -= sin(d_angle)*(d_dist);
                            d_place[1] -= cos(d_angle)*(d_dist);
                            pecas.pop_back();
                            --pecacounter;
                            wait(2);
                        }
                    }
                    //Mudar a extura dos dominos
                    if (keys['R'])
    				{
                        pecas.back()->SET_texture();
                        wait(2);
                    }
                    
				}
				//Load e save game
				if (keys['1'])
				{
                    if(!pecacounter)
                    {
                        load();
                    }
                    else
                    {
                        save();
                    }
                }
                //Mudar camera para visao aerea
                if (keys['2'])
                {
                    cam->changeType(0);
                }
                //Mudar camera para visao livre
                if (keys['3'])
                {
                    cam->changeType(1);
                }
                //Controle do giro da camera
				if (keys['Z'])
				{
                    cam->ADD_rot(0, 0.5, 0);
                }
				if (keys['X'])
				{
                    cam->ADD_rot(0, -0.5, 0);
                }
				if (keys['C'])
				{
                    cam->ADD_rot(0.5, 0, 0);
                }
				if (keys['V'])
				{
                    cam->ADD_rot(-0.5, 0, 0);
                }
				if (keys['B'])
				{
                    cam->ADD_rot(0, 0, 0.5);
                }
				if (keys['N'])
				{
                    cam->ADD_rot(0, 0, -0.5);
                }

				if (keys[VK_F1])						// Is F1 Being Pressed?
				{
					keys[VK_F1]=FALSE;					// If So Make Key FALSE
					KillGLWindow();						// Kill Our Current Window
					fullscreen=!fullscreen;				// Toggle Fullscreen / Windowed Mode
					// Recreate Our OpenGL Window
					if (!CreateGLWindow("NeHe & TipTup's Quadratics Tutorial",640,480,16,fullscreen))
					{
						return 0;						// Quit If Window Was Not Created
					}
				}
			}
		}
		
	}

	// Shutdown
	KillGLWindow();									// Kill The Window
	//Remover todos os objetos da memoria
	while(pecacounter)
	{
        pecas.pop_back();
        --pecacounter;
    }
	return (msg.wParam);							// Exit The Program
}
